scotsoe 5 yr. ago I keep my stacks close together and prepared for battle, it's never just the one. If the province has no garrison (whether because it has no fort or the fort's garrison is empty), 1000 men is enough and occupation is guaranteed within a month. What's the symbol of a ship with a X next to it? All crossing penalties are removed if the attacking leader has a higher maneuver rating than the defending leader. #1 Kagemin Aug 26, 2014 @ 2:21am Slightly unrelated: if your economy is strong you can replace the normal infantry units in your armies with mercenary infantry units and save a TON of manpower. Save my name, email, and website in this browser for the next time I comment. This guide is great for battle stacks but a reinforcement stack doesnt need nearly as many cannons or even any. Tony / 2016-05-27. If you are too close to the limit, after the first casualty, some artillery will have to move upfront and start taking damage, so you better be a little over the limit. If you're attacking a large army that more than fills the combat width. However, before patch 1.34 this mechanic did not function when regiment strength reaches 0 before morale reaches 0 during the first 12 days of a battle. Keeping at least four cavalry units in every army will ensure that your flanks are filled with useful units and your army will really shine in the shock phase of a fight. Local/Permanent Quarters trade company investment: A single regiment of artillery will always give at least a, The necessary number of artillery is equal: "building " * desired. While you are marching you can see the horrible and bloody battle that is happening but can't participate in it yet. Sorry if this is a dumb question, but what does the professionalism hat on the far right symbolize? 3 DraspV 1 yr. ago Looks good but you might want to make sure it's listed for sp, as I do not agree with certain info for mps 13 At the beginning of each phase, each side rolls a die. All battles go through 3 phases alternating between Fire and Shock. Nevermind i was wrong. Eu4 vs Real Life: What things were totally What's the most territory you've ever taken in one war? New Movie News, Movie Trailers & upcoming Movie Reviews. Combat is not only determined by mere numbers such as modifiers and dice-rolls, but through a complex simulation in which units deployed into two rows of positions for each side, allowing units to fight the enemy units in front of them, the enemies at their flanks if possible (with high enough flanking range), and move between different positions if needed. Create your own. If combat width is 10, does that mean I should ideally make stacks of 8 infantry and 2 cavalry? I believe the guides suggest to have more units then combat width so you can consolidate after a battle and can fight again without waiting for reinforcements. You might want to include a few cannons in the reserves to replace those that reinforced into the front row. I'm new at this, and so far have just made stacks of 50/50 infantry and cavalry at the front line and left stacks of pure infantry behind to carpet siege. The die roll may result in an increase of the siege status, which improves the results of future siege stages. Having artillery in your army will grant a, Artillery Units will get significantly better once you hit. If an army loses a battle while having low enough morale to be disorganized, they will be forced to retreat to a controlled province (owned, allied in war, or occupied by player or allies). Yes. By the time you actually reach the battle you are terrified and your spirit broken and retreat almost as soon as your friends begin to fall. An occupied province that does not have a fort in it but is next to a fort will automatically revert back to its owner's control after about a month. https://www.reddit.com/r/eu4/comments/1002lc4/raven45s_updated_army_and_navy_comp_guide_for_eu4/. Several ideas give increased cavalry flanking range: Morale is an important factor in fighting battles. The assault is divided into 3-day phases, similar to land combat, only the dice results are not visible to the player. Armies that win battles will gain a significant boost to morale, to prevent situations where an army is stack wiped due to winning a narrowly fought battle and then immediately being attacked. You want a front row of infantry + cavalry equal to your combat width. Artillery are the only units that can attack from the back row, but they will only deal 50% damage from that position. This ratio threshold is checked daily even during battles, and is based on the actual headcount of individual soldiers instead of regiments. The shock Phase is next which is hand to hand combat, these battle phases will continue until one side has no more moral and discipline and they retreat. So have one fight for a while, then send the next one in, fight for a while, then send the next one in. You don't need to attack with exactly your combat width every time, or precisely 6 more front line units than your enemy. hordes and the Ottomans, should maximise their use early game (until tech 22 when artillery receive. Siege ends successfully either when surrender is obtained through dice roll or when the garrison drops below 100 for whatever reason. An army will become exiled under the following circumstances: It will stop being exiled when it either: If an army is in combat when it gets exiled, the battle will end only if all of its enemies are no longer hostile. Cavalry and infantry can only attack in the frontline. Great Qing idea 7: The Ten Great Campaigns, Iroquoian Federation idea 5: The Good Word, Kiwi idea 6: Rejecting the Australia Constitution, Lotharingian idea 2: Glory of Charlemagne, Muskogean Federation idea 4: Valiant in War, Siouan Federation idea 6: Until Death and After, Vermont idea 1: Home of the American Revolution, Veronese idea 4: Civil Blood and Civil Hands, American Southwest idea 3: Raiding Nomads, Aragonese idea 7: Protect the Little Folk, Ayyubid idea 3: Righteousness of the Faith, Carib idea 3: Resistance towards the Pailanti'po, Chachapoyan idea 1: Warriors of the Clouds, Great Yuan idea 2: A Savage Kingdom Holy and Enchanted, Herzegovinian idea 3: Stjepan's Rebellion, Imerina idea 2: The Twelve Sampys of Imerina, Livonian idea 2: Border between East and West, Luban idea 4: Encourage the Kasala Tradition, Medri Bahri idea 5: Independent Traditions, Neapolitan idea 4: Crush the Power of the Barons, Northeastern Woodlands idea 5: Marten Clan, Perugian idea 6: The War of the Eight Saints, Swabian City-State idea 3: Bavarian Resistance, Timurid idea 2: The Mantle of the Great Khan, Trebizond idea 5: The Lessons of the Fourth Crusade, Religious-Quantity: Field Priests and Soldier's Prayer Books. Thus a regiment that has 0.01 morale left after a phase will absorb an entire other day of kill & morale casualties. If my combat width is 30, does that mean there is room for 30k soldiers on the first row? If they are in between 50 and 75% of their strength, they will fight at 75% flanking range. The army also moves slightly faster, and will recover morale at a normal rate during the retreat. Heavy ships occupy 3 combat width, while galleys, transports and light ships each occupy 1 combat width. EU4 - Ideal Army Composition - Is Cavalry worth it? When in combat your units are reinforced by the back row, so if your Combat Width is 16 and you have 20 thousand soldiers ready for battle 4 thousand will be in the back row. | Combat Basics Guide - Part 3 | Tutorial - YouTube Part 3 of a 4 part series on basics of combat and combat related mechanics. Morale Morale [ 1] is an important factor in fighting battles. Hence, start phasing out cavalry between tech 16 to 22. And that ladies and gentlemen is my EU4 Army Composition guide. How does it work? -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. A battle will last until one side is routed or annihilated. Valve Corporation. Press question mark to learn the rest of the keyboard shortcuts. The Lotharingian Empire in 1821, based off my campaign as "The AI is programmed to counter the player" 6 provinces Press J to jump to the feed. NEXT: Europa Universalis 4: Burgundian Inheritance Guide. Generally, during the shock phase, cavalry is the most powerful and during the fire phase, infantry. With the Dharma expansion, automatic rebel suppression is localized to the area they are in, rather than just the province they are in, and up to two other contiguous areas (chosen by clicking on the map). By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Progress in a siege will never decrease as long as attackers are continuously present; however, if all attackers leave the province, you will lose 1 siege status progress per day the province is unsieged. Don't fight with severely depleted units unless you have to. Relative Power peaks at 17 and remains high until 22. This action costs military power proportional to the native population, aggressiveness, and ferocity, and will permanently reduce the potential value of the province from the native assimilation bonus. This order is based on the tag order (see Countries). Newly trained regiments at low land unit maintenance will often fall below this threshold. When hostile troops enter a province and stop moving, a siege/occupation will begin. When between 25 and 50% strength they will fight at 50% of their flanking range. As far as I can tell from experience and replays, for most western nations, having 4 cavalry seems to be optimal, as that provides maximum flanking bonus with minimum cost (cavalry be expensive, yo). The normal morale recovery on the 1st of every month cannot occur while in combat. Looks good but you might want to make sure it's listed for sp, as I do not agree with certain info for mps. Valve Corporation. There are military technologies which increase the flanking range of units as the game progresses. The army can then be immediately re-engaged, often with very low to even no morale, if a monthly tick has not yet completed. You may wish to have a dedicated siege army for busting down forts in the early stages of the game, or you may favor horses for the entirety thanks to certain bonuses to their combat ability, for example. Yes. Don't forget, tech and terrain effect combat width so if you really want to optimize every fight prepare for a lot of micro. Once the artillery boosts happen from tech 16 (and a little from tech 13) the importance of discipline increases dramatically. In general the army can then only move to another province that has no more than one province that is not affected by a hostile zone of control between itself and the return province. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Mousing over this icon will show which neighboring provinces require a river to be crossed in order for an army to reach the province. The amount of loot taken depends on the number and type of troops in the province. Each day of combat a unit will take a morale hit equal to 1% of the average max morale of enemy troops, regardless of damage taken from an enemy regiment. having 10 regiments with 100 artillery each is the same as 1 regiment with 1000. -Mountains reduce combat width by 50%. Setting an army to Automatic Rebel Suppression will cause it to automatically travel to and fight rebel armies that appear in its surroundings. The base flanking range is 1 for infantry, and 2 for cavalry and artillery. All trademarks are property of their respective owners in the US and other countries. Now I finally understand those guides, thanks! For example: with all else being equal, if your general has 6 fire pips and your opponent's general has 3 fire pips, your side will inflict 15 base casualties to the enemy during the fire phase, whereas your opponent will inflict 0 base casualties to your side, All units present in a battle take base morale casualties equal to 1% of the average max morale of enemy troops per day on top of the calculated morale casualties. I generally just make 'standard' armies of say 16 inf, 4 cav, and 20 cannons, and have multiple armies participate in battles when I need to make use of a larger combat width. Every round of combat, whether you are fighting, in the lines or just sitting on your ass, every unit takes morale damage. Your email address will not be published. This allows the player to control the destination of the shattered retreat. Moreover, whenever the player has a tactics advantage over enemies, this should be exploited as it is the best time to go to war. Is that for better stackwiping potential? Cavalries are probably the most overused and overpriced unit at 2.5x more expensive than infantry. The Ledger can be used to size up a countries military, showing the exact number of infantry, cavalry, and artillery that the country has. Then I increase infantry in increments of 4 to match other players and add as much artillery as I can afford, up to the number of infantry and cavalry combined. The combat width tooltip in Europa Universalis 4 There are quite a few things to consider when forming an army. The garrison can be ordered to make a sortie to fight the hostile army, at the cost of 10 military power. Required fields are marked *. Questions, Paradox Is it normal for the 100 years war to be this one-sided? -Forest and Woods reduce combat width by 20%. Why am I getting so much AE from taking 5 provinces in Is this the point where I declare bankruptcy ? Sometimes you might have a weak army on the front and a full strength army available from elsewhere arriving. Deploy all infantry in the first row that can be positioned to attack enemy units in the first row, except for X. Full strength regiments fight much more effectively than half strength. A native army equal in size to the local native population (rounded to the nearest thousand) will spawn immediately and must be defeated in battle to clear out the native population. It still suffers attrition and its regiments can still move between armies, though regiments can't be mixed between exiled and non-exiled armies. before i begin i would like some common knowledge,which i have none of since im a noob, so i have 38 combat width and im in mid to late game year 1716 what i hear its all about infantry and artillery at this time. Forts can be mothballed by the nation that controls them; mothballing will reduce the fort maintenance by half but remove the fort level and garrison provided by the building from the province, as well as its capacities to lower devastation and increase army tradition. The elimination of all natives in a province will prevent any future raids on the local colony or any passing armies. Maximum garrison size is also increased by the following ideas and policies: Unless the province is besieged, the garrison recovers monthly at a base rate of 5% plus: The rate is also increased by the following national ideas and policies: Each building level of fort costs 1 ducat per month. The stupidity of 40k infantry having no combat advantage over 20k in a 20 combat width should absolutely be fixed. Combat width is 40 which means, 80 men can fight the battle at once. Terrain can reduce it by up to 50% during battles. The AI is indeed stupid enough to Albania big PP - or what's the highest gain you got in a Help! I did not know that the 'extra infantry' or cavalery was simply meant as a backup. If there are more units in the second row than the first, then it will redeploy artillery to the first row until both rows are even. For example, tech 4's 0.75 over tech 3's 0.5 is an astonishing 50% higher, while tech 6's jump to 1.0 is 33% higher than tech 4 and 5's 0.75. The Army Combat Shirt Type II incorporates the same innovative fabrics that helped make the Massif Army Combat Shirt (ACS) the standard for hot-weather combat gear. The respective effect of pips depends on the shock and fire modifiers of military technology and ideas. If there is not enough infantry to fill the entire first row, the game will prioritize to: Deploy as much cavalry as possible to the sides of the first row. A zone of control restricts the movement of enemy armies through the province with the fort, and provinces immediately adjacent to it. Brought up on mascot platformers and role-playing games from Japan, Ryan has been passionate about gaming for over two decades. In EU4, a powerful army depends on quantity and quality. -Highlands, Hills, Jungle, and Marsh reduce combat width by 25%. New comments cannot be posted and votes cannot be cast. Phases alternate between Fire and Shock, with the Fire phase happening first. New comments cannot be posted and votes cannot be cast. Am I a moron or is siege available starting at tech 7? Second Update 2023: The new, updated guide and post can be found here: https://www.reddit.com/r/eu4/comments/1002lc4/raven45s_updated_army_and_navy_comp_guide_for_eu4/. Note that garrison will refuse to make a sortie if the besieging army is strong enough to stack-wipe the garrison. They will come into the battle fresh and not take pointless damage to their morale. Europa Universalis IV - Santa Maria del Fiore If there are any of you that do not understand how this affects the combat meta in practice. If there are no available controlled provinces to retreat to within a large range, the army will shattered retreat to one province away. Attaching units to an AI army will change its behavior, making it bolder and more willing to actively engage enemies. Some terrain imposes a movement speed penalty to armies traveling in the province in addition to a negative rough terrain modifier to the attacking army, with different types of terrain having different modifiers. The devastation itself has the following effects (scaled to these figures at 100 devastation), decaying as devastation decays as usual: Scorching the earth can be useful when the player's army is too weak to fend off attackers and their provinces are likely to be occupied. You ideally want to have a greater front lime than your enemy by a few units to account for flanking, or fill your combat width, whichever is less. Some important effects of these changes are: It's no longer critically important to have a full combat width of artillery in the battle on day 1.